I am no longer working on Pudge Wars anymore (since v2.03c). Any future updates will be done solely for the purpose of bug fixes. Therefore I have released an unoptimized version of Pudge Wars for people to learn, for people to edit, and for anyone wishing to continue development for this fun map. You may download the unoptimized version here.

A list of older versions of Pudge Wars (including some of Tossrocks) can be viewed here.

Project Details

This map was based off the original Pudge Wars.

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Originally Posted by Tossrock

No, I created Pudge Wars Advanced because I was playing the original (Pudge Wars, which was teams of 3 with the basic hook spell and a "lay mine" spell.) and thought to myself "This is a fun game but could be way better." And so I did. I know about pretty much all the current bugs but I'm pretty busy with college and stuff, and also terribly lazy. Maybe I'll put a new version out in time for Winter break.

Pudge Wars Advanced was created by Tossrock, and taken over by Siraraz in 2010. Decline in development (before new developer came) was due to the following reasons:

Software used to develop map ceased to function properly;

Lack of enough free time. Other priorities and commitments;

Starcraft II's release was near; development would be futile and a waste of effort and time.

Development is primarily done by Siraraz. Credits however are due to other users as their resources have been used.

Map Details

Pudge Wars Advanced (or Pudge Wars for short) is a mini-game map where two teams of up to six players aim to achieve victory by scoring a certain amount of enemy kills or winning a certain amount of rounds first. The arena is set in a 32x32 map (even less actually), divided by a river running vertically in the middle of the map: creating two sides, West and East.

The map is based on the Butcher character from DotA, and his ability: Meat Hook. The map has heavily expanded on the simple Meat Hook ability and is the core of the map. The ability Meat Hook is a simple concept: Pudge throws his bloody Meat Hook towards the targeted location. Any units hit by the hook will be damaged and reeled back to Pudge. Once reeled back, you can kill the target by attacking him or hooking him again. However, one should expect the enemy to have the same goal in mind; creating a chaotic festival of bloody butchery as the surrounding quickly becomes filled with meat hooks.

SPECIAL THANKS
‘kingkingyyk3’for developing the AI
‘Mr_Bean’ for continued support and managing the forums
‘Tossrock’ for developing this amazing map

Changelog

v2.03

Version D

Version D (08/07/2012):Gameplay
*Strength gained per level for Pudge reverted back to 5.0 (+125 HP/level)

Bug Fixes
*Fixed the level 5 Rupture percent to be actually 30% instead of 40% (oops)
*Fixed level 5 Rupture from not being applied when the target Blinks away
*Fixed a bug in which Split would always end up as a deny

Version C

Version C (02/07/2012):Gameplay
*Added a new powerup: Spectre’s Dagger
Allows you to Meat Hook through allies, land mines and barricades for 30 seconds
*Added a new powerup: Berserker’s Blood
Same concept as the passive on Sacred Warrior (Huskar) from DotA. For every 5% health missing, Pudge gains 5% damage and speed. The first bonus starts at full health. This buff lasts for 30 seconds.

Pudge:
*HP per strength point reduced from 50 to 25
*Strength per level reduced from 5.0 to 2.5
*Increase Strength cannot be bought if you have more than 125 already

Split (Azwraith’s Lance):
*Pudge now has the same life when exiting Split formation
*Split visual slightly modified; the real Pudge is transparent and tinted black

*Initial position now randomized
*Improved fountain regeneration rate from 7.5hp per second to 1% (of max HP) per second
*Ward cast range reduced from 500 to 200
*Ward charges from 3 to 2

Visuals

*Floating text is no longer shown if you can’t see the unit
*Changed flame model so it is easier to attack manually
*Changed hotkeys of Upgrades shop
*Command –unstuck now moves camera instantly

Other

*Added new game mode: timed mode (-tmxxx)
Timed mode will set the game to last xxx minutes. The team that has the most kills at the end of this time will be the winners. Example usage: -tm030nt. This will make a 30 minute game with revive time of 5 seconds. In this way, a draw can occur.
*Added a team-switch mechanism (like DotA’s)
Usage: -switch x, this will initiate a switch request with a player on the other team. The value of x can be from 1 to 5 (even unused player slots). All players except one must then accept this request by typing –ok.
*HostBot command now registered in a different style. Instead of “k1n” for –km100nt, the style is now: k1 for –km10, n25 for –km250nt, etc. The first string is ‘k’ or ‘n’. HCL supports only kills mode for now. The number after it will be the kills required x10.
*Added command –camh to adjust camera distance
*Added more hints
*Changelog removed from quest menu due to space limitation

Bug Fixes

*Fixed a bug in which a powerup could be repeated twice
*Fixed a bug with Rupture in which it would not end when you Doppelwalked a Level 5 Strygwyr Claws Meat Hook

Version B

Version B (03/06/2012):

*Fixed lag caused when items would be dropped.
*Leaver items and gold now given to team again.

*Added a new consumable item: Dust of Apperance (25g)
Effect: Reveals invisible units within 500 radius area of effect. Lasts 5 seconds. Contains 2 charges.
*Changed the item models of most items to a miniture version of the hero they represent

*Powerups now spawn as ally instead of enemy
*Changed powerup spawn algorithm: the powerup chosen is still random but cannot be repeated until all other powerups have been spawned

Flame:
*Flame unit vision reduced from 500 to 200 (same as v1.24)

Thunder:
*Thunder nova now created when activated
*Added new lightning visual effect for meat hook. If flame is active with thunder, the hook will be a red lightning (currently not possible unless under testing conditions)

Other

*Suiciding not caused by Techies' Ultimate or Dynamite rune now causes your team to lose one point
*Max level heroes no longer drain xp
*Invulnerability when reviving lasts only 2.5 seconds. Hook-safety still remains 5 seconds.
*Hints are now displayed every 45 seconds for newer players. Use -togglehints/-toghints to turn on/off. Use -showhint to display a random hint.
*Revive time for non-nt mode changed from 3(level) + 5 to (level) + 5
*Observers/Referees can now see damage tags and other messages
*Leaver gold and items are no longer distributed (maybe this will fix the lag?)
*Added HCL support for bots. Currently only supports the following modes:
'k1n' = -km100nt
'k1' = -km100
Feedback on this area is appreciated.

Bugs

*Leaver heroes are now removed
*Dynamite now explodes when the previous holder was an illusion who has dissapeared
*Fixed a bug in where giving an item which became an upgraded item would still allow you to cast the ability

Known bugs:
*When a player leaves lag is created

v2.02

Alpha 2

Alpha 2 (29/01/2012):

KNOWN BUGS/ERRORS
*AI has few bugs with item purchasing
*Barricades may not properly rotate if multiple are ordered to by another player under shared control
*Various bugs with ‘whosyourdaddy’ cheat in offline play
*Few errors with messages in testing mode
*Leavers hero is not removed from game

GAMEPLAY
*Toss projectile pickup priority changed:
1. Allied mines
2. Enemy heroes
3. Allied wards
4. Allied heroes
5. Enemy mines
6. Enemy wards
*Pudge is now invulnerable for 5 seconds after reviving
*Increased the Hyperspeed slow percentage from 50% to 75%
*Increased Grapple Hook’s Blink range from 400 to 900 (now allows blinking to other side)
*Few changes on Earthshaker’s Totem:
Barricades:
*Removed the armor from barricades(armor wasn’t used in Pudge Wars anyways)
*Added 40% resistance to all damage types to barricades
*Added a 90-second duration to barricades
Max level ability (Fissure):
*Fissure barricades are now created in an exact straight line (compared to previously jagged)
*Fissure-made barricades are now invulnerable (damage text still shows though)
*Added another grapple lightpost to each side
*Changed the position of existing lightposts to let the new one fit in better
*Land Mines can now damage wards and fissures
*Land Mines can now damage other land mines within a 75 range radius.
*Increased the radius of Blade Barrier from 175 to 200 (same as pre-v2)
*Increased the flame damage interval from 0.25 sto 0.50s (same damage dealt, just less frequent)
*Decreased
the stun duration on Level 5 Toss from proportional to the distance to
an approximately fixed 0.75s (this 0.75s is counted from when the tossed
unit stops motion)

VISUALS
*Removed the yellow flashy cooldown model
*Reduced the number of blade units in blade barrier by half
*Headshot kill message now shows who owns the first hook
*Fixed Lycan’s Paws purchase tooltip
*Removed the [Level 1] suffix from the Reveal tooltip
*Changed Split ‘s death animation
*Changed the Hyperspeed trail duration from 1.0928 to 1.08 (barely noticeable)
*Removed the smooth transition of terrain fog when hyperspeed is active
*Pudge explosions (when Pudge explodes into many parts) now face the same direction before exploding
*Added a death animation for Land Mines
*Added a death animation for Barricades
*Added a spawn animation for Barricades made with Fissure
*Added death information on the killing spree quest information log
*Improved Upgrade Point tooltip in the screen interface
*Changed the hero attribute tooltips

MISC
*Added a 5-second delay before the match starts after the mode is selected
*Added a sound for when the game starts
*Added map description
*Modified item purchase hotkeys. Item hotkey corresponds to their position in the command card.
*More script optimizing
*Blade Barrier can now be removed using the -r/-reset command.
*Game no longer ends in 60 seconds after a team wins

BUGS/FIXES
*Removed the –observer command from the Commands quest log
*Fixed the command -stat from not working
*The
reveal gold cost now reduces exactly 7 minutes after the game mode is
selected rather than 7 minutes after the game is loaded
*Fixed barricades from not rotating when multiple are selected (see known bugs)
*Removed the fountain powerup from the powerup spawn pool
*Fixed Toss from picking dead land mines as a projectile
*Fixed testing commands from being active every game
*Fixed Dynamite/Techies’ Detonate from only damaging one unit.
*Fixed a bug in which an observer/referee player leaving would cause the scoreboard to display “left” everywhere on it.
*Fixed a bug with -resethook command detection of current hooks
*Fixed a bug with hyperspeed leaving vision behind after it had ended

AI
AI
redesigned by kingkingyyk3. The AI now has a randomized hook upgrade
pattern as well as a randomized item purchasing pattern. The AI is now
able to use active abilities and has improved reactions to specific
scenarios.

VISUALS
*Renamed Phantom’s Lance to Azwraith’s Lance
*Changed Phantom’s Lance (Azwraith’s Lance) tooltip
*Removed the “Advanced” from the map name
*Changed
the player board (-sb board) to show method of killing for each
individual method rather then a category. Instead of “powerup, attack,
headshot, hook, item”, it is now “blades, fire, lightning, dynamite,
etc.”. Methods of killing you haven’t used are coloured, grey, whilst
those you have are coloured green.
*Added disclaimer for Grappling
Hook stating that it is not an offensive ability. It can only grapple
structures, not hook units.
*Barricade and Grappling Hook command
card position fixed so they don’t move around. Grapple Hook occupies (1,
2) and Lay Barricade occupies (2, 2).
*The Choose Upgrades window
will automatically close after a player upgrades a stat if their skill
points (or lumber) is below the minimum value required for an upgrade. For example:
you have 5 Skill Points, all upgrades cost 3 Skill Points. You decide
to upgrade a random stat, you are left with 2 Skill Points. Seeing as
you are unable to upgrade anymore, the window will automatically close.
*Quest log detailing the amount of kills for each spree. Killing Spree - 3, and so forth.
*Dynamite: the floating text now follows the holding unit’s height.
*Dynamite: the floating text no longer jumps from 20 height to 150 when activated
*Toss: added a targeting image to show the collision-contact radius.
*Toss: land mines now face the proper direction when they are thrown with Toss.
*Pudge shadow centre changed from 60,60 to 75,75
*Rescaled the Grapple Hook model to a more accurate size.

BUG FIXES
*Fixed hyperspeed from not providing speed boost to revived players who died with hyperspeed
*Fixed the speed of objects in hyperspeed when Tossed
*Fixed illusions from being able to damage anything.
*Fixed a bug where Toss wouldn’t work.
*Fixed a bug in which powerups would not follow the proper trajectory when Tossed.
*Users may no longer purchase Tome of Power at Level 25. Gold is refunded if player attempts to purchase.

Well, I kind of confuse myself over that word, I don't consider myself the maker of this map, just the current developer. But I guess people see it as the same - and increase the terrain? The map size is fine :3

Quote:

There is no screenshots and videos are too short

I had kind of thought that the map was popular enough to give results. I'll perhaps add screenshots later.

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Hope that lightning desync bug was fixed . Raging at other people ingame not to pick up that powerup made the game horrendous to endure. Will be uploading this to my bot.

Ahh? Someone has told me about some lightning desync, but I have never experienced it. Was this in v1.24? I play that often (because my community isn't 100% aware of a new version) and don't seem to experience desyncs with Thunder, only lightnings from the bot left corner to wherever it was last. :)